- 1,206
- South Africa
double post. Sorry
The jaggy shadows are the least of GT5's problems anyway.
FM3 sometimes had jagged shadows and I learnt to live with them, so it shouldn't be an issue (unless it happens a lot in photomode.)
I'm actually surprised more people aren't concerned by the horrid smoke effect that makes the edges of the cars concertina.
FM3 sometimes had jagged shadows and I learnt to live with them, so it shouldn't be an issue (unless it happens a lot in photomode.)
I'm actually surprised more people aren't concerned by the horrid smoke effect that makes the edges of the cars concertina.
+1000
The shadows arent bad but the look of the edge of cars with smoke/water around them is startling...
The first race I tried was a drift trial and on looking at the replay I was quite horrified with the jaggies between the car and the smoke. The new smoke effect is amazing so it's such a shame how terrible the jaggies make it look. I was quite shocked to see this in the final game and I really hope they can fix this as I was looking forward to getting some great drifting photos and replays.
GT5P tracks remain at a constant time of day (fixed light source). All the shadows (trees, sign posts etc) are baked which saves time & memory doing both track side object and car shadow mapping. i.e. Less calculations to do just the cars. Baked shadows are still used on GT5 tracks that don't have a dynamically changing time of day, you might hope car shadows would be better on those tracks but they're not.The shadows there are using cascaded shadow mapping.
http://developer.download.nvidia.co...aded_shadow_maps/doc/cascaded_shadow_maps.pdf
I'm not sure why GT5P was better with regards to jaggies, or shadows generally. Maybe they ran more splits or something, which is slower.
Venari made reference to the sawtooth-edged shadows when he went to Gamescom '10, but he was wrong about it being fixed for GT5's release.I'm quite surprised how bad they are in GT5 really.
The shadow maps aren't any better in 720p but I agree that they perhaps could be made so. This link confirms (1280x720) 720p @ 4xAA. http://www.eurogamer.net/articles/digitalfoundry-gran-turismo-5-tech-analysisI wonder if when you drop to 720p the PS3 runs bigger shadow maps to help remove these jaggies?
Hello Mr.Whippy.
GT5P tracks remain at a constant time of day (fixed light source). All the shadows (trees, sign posts etc) are baked which saves time & memory doing both track side object and car shadow mapping. i.e. Less calculations to do just the cars. Baked shadows are still used on GT5 tracks that don't have a dynamically changing time of day, you might hope car shadows would be better on those tracks but they're not.
Venari made reference to the sawtooth-edged shadows when he went to Gamescom '10, but he was wrong about it being fixed for GT5's release.
See http://www.youtube.com/watch?v=KB1tj64fvb0#t=28m00s for details. Take note that reflections are also low-resolution (even worse in the GT5 final release than is shown in this video). A good place to see these (in a repeatable fashion) is to check out the Red Bull hangar area and some of the reflections cast in 'reflective materials' at this location.
The shadow maps aren't any better in 720p but I agree that they perhaps could be made so. This link confirms (1280x720) 720p @ 4xAA. http://www.eurogamer.net/articles/digitalfoundry-gran-turismo-5-tech-analysis
On the assumption that the 4xAA can be replaced with hardware Quincunx AA (as per 1080p mode) & the assumption that VRAM would be saved (depends how the AA is achieved) then saved memory might possibly be used to:-
* Create a higher-resolution shadow buffer for all objects (or just cars).
* Create a higher-resolution particle buffer for spray / snow / dust / smoke.
* Create a higher-resolution reflection buffer for reflected objects.
Assuming the possibility of these options, there are more questions regarding keeping a 60fps frame rate...
1) How much extra time to do extra calculations & produce better averaged shadows for objects?
2) How much extra time to draw additional pixels (to higher resolution buffers)?
3) How much extra time to draw reflections (more intensive than shadow maps)?
Assuming any one of - or all of these improvements is possible...
The PS3 cannot upscale vertically in hardware - only horizontally. That means a native buffer of 1280x720 cannot be upscaled to 1920x1080 (i.e. 1080p) and that means it wouldn't be possible to have the menus and photo travel mode in lovely 1080p, whilst forcing racing to a native 720p buffer (and keep 60fps). You'd have to do the vertical upscaling in software. Therefore 1080p mode would have to remain as is & would be inconsistent in terms of looks with 720p mode. I think that would be an issue of pride.
The 720p mode however (again - assumptions made!) would be more consistently smooth - albeit at a lower resolution overall and it means people with 1080p TV sets would have to change their PS3's to 720p every time they wanted to play GT5 in that mode. How annoying! GT5 would ideally want to have a "Toggle display to 720p" option, just to save 1080p users from having to go into the XMB and set the PS3 display to 720p for that one game.
I've not tried photo travel mode (nor photo mode) in 720p so I don't know if it's possible or not to create & save a 1080p (1920x1080) photo (or higher) in the 720p mode.
I'm not sure I understand why the jagged shadows & smoke / spray / dirt / snow are still present in the 30fps replays & the photo travel mode. You would also think that it is in Polyphony Digital's best interests to have high quality photos & video replays uploaded to web sites such as this one. In game racing is 60fps but I definitely believe Polyphony Digital could do better with 30fps replays and photo mode.
Only Polyphony Digital can do something about this, so I would say that if you want to see something done - nag them about it and hope they listen... http://twitter.com/#!/Kaz_Yamauchi
HKS racerI really DON'T care about PS4 and GT6 at the moment! Today I was watching a replay and yes, those shadows are the biggest epic fail in the videogame history. PD cannot be so blind, they HAVE TO do something in some future updates. We don't need dynamic shadow if dynamic shadows means ugly disgusting shadows.
those shadows are the biggest epic fail in the videogame history.